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05-13-24 09:36 AM
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Acmlm's Board - I3 Archive - The Pit of Despair - HDMA Problem New poll | | Thread closed
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Pac

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Since: 11-18-05
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Posted on 02-09-06 05:11 AM Link


+ Down =



Normally, Mario goes in front of everything when entering a pipe, but in my ROM, he goes behind Layer 1 and Layer 2. Anybody know how to fix this?
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Posted on 02-09-06 07:40 AM Link
Woah. That looks trippy. Utilise that as some sort of a secret exit.
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Since: 11-19-05
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Posted on 02-09-06 08:35 AM Link
does this only happen in this level?
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Posted on 02-09-06 09:18 AM Link
Strange , that never happened to me. The same question that Ghettoyouth, does this only happen in this level?
cpubasic13
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Since: 11-17-05
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Posted on 02-09-06 09:54 AM Link
It isn't an HDMA problem. It deals with the problems of the level.

I forget what it is, but there is a property that detirmines if Mario goes behind Layer 2. Something with that deals with the two layers since I have seen this problem in many other hacks...

I would help more, but I don't have access to the editor at the moment. I should try to see the problem when I get home.
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Since: 11-18-05
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Posted on 02-09-06 10:00 AM Link
Every level I've tested it in, Ghettoyouth.

cpubasic, it only started happening when I started using HDMA. But I look forward to hearing from you after you check it.
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Posted on 02-09-06 05:03 PM Link
Lol, that's actually pretty cool, I can't see why you can't do something cretive with it.
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Since: 11-17-05
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Posted on 02-09-06 05:23 PM Link
To me, that looks like Layer 2 and layer 1 are on the same screen (there are two screens in the SNES, the main screen which is in front, and the sub screen, which is in back). Perhaps you should look up the TD/TMW and TS/TSW ( which are the SMW names for the screen settings), and using a SNES hardware doc, make sure that sprites, L1, and L3 are on the main screen, and L2 is on the sub screen for that level mode, and see if that helps.
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Posted on 02-09-06 11:29 PM Link
Check the "Change Properties in Header." The level type for a standard horizontal level should be 00. If it isn't it is probably 0E, which after testing out Yoshi's Island 2 with that level setting caused Mario to go behind the background.

Check that out.
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Since: 11-18-05
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Posted on 02-10-06 04:20 AM Link
Nope, it's set to 00, all of them are.

I think one of my ASM hacks overwrote some of the HDMA code. Maybe d4s can tell me something about it.


(edited by peter+ac on 02-10-06 03:22 AM)
blackhole89
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Posted on 02-10-06 10:34 AM Link
Originally posted by Sukasa +
To me, that looks like Layer 2 and layer 1 are on the same screen (there are two screens in the SNES, the main screen which is in front, and the sub screen, which is in back). Perhaps you should look up the TD/TMW and TS/TSW ( which are the SMW names for the screen settings), and using a SNES hardware doc, make sure that sprites, L1, and L3 are on the main screen, and L2 is on the sub screen for that level mode, and see if that helps.

Actually, the purpose of the screens is a different one.
In the first place, the PPU renders the image data of the layers enabled on main and sub screen respectively, also setting a flag in a stencil buffer-like thing with the ID of the layer a pixel "comes from". Afterwards, everything on the sub screen that belongs to a CGADSUB enabled layer is added/subtracted to/from the respective pixel on the main screen. I am not sure whether not CGADSUB enabled layers are taken from the main or the sub screen though.

Example: You can replace all sprites with their black silhouettes by enabling the sprite layer both on main and sub screen, enabling blending for sprites and setting it to subtractive.

peter: I am very certain this isn't a HDMA problem but a mere level setting one. When Mario goes down a pipe, his sprite priority bit is cleared so he appears to vanish "in"/behind it. If you used a level layer 2, it might be the priority the Mario sprite is set to is lower than Layer 2's. Otherwise, it really might be about the main/sub screen settings being changed. (d4s's gradient code certainly affects them.) I still would try out whether this also happens in different level modes.
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Since: 11-17-05
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Posted on 02-10-06 12:53 PM Link
Actually, I said the sub/main screen stuff because I caused and then fixed that problem while messing around with the two transparent level modes.

Perhaps I'm wrong, but... That's just how I understood what was happening. Also, I should have mentioned the PPU part of the screens too. Thanks, blackhole89.
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Since: 11-18-05
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Posted on 02-10-06 01:17 PM Link
What if you put a couple of those "return to first layer" blocks above the pipe? I've never had the problem shown in the picture though, so I wouldn't know if that would help.
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